Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [16]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  R-Type Remake Creator: Downloadable Game Market 'A Godsend'
by Staff [PC, Console/PC]
6 comments
Share on Twitter
Share on Facebook RSS
 
 
June 11, 2009
 
 R-Type  Remake Creator: Downloadable Game Market 'A Godsend'

Talking as part of an in-depth look at downloadable classic game remakes, the creators of XBLA title R-Type Dimensions have explained why the "one flop and you're... out" model has been radically changed by downloadable content.

Swedish company Southend Interactive has been using its classic remake projects with Seattle-based firm Tozai, such as R-Type Dimensions and the recently-released Lode Runner, as a way of financing their own, more innovative projects.

Southend CEO Anders Jeppsson describes this as a liberating shift in the industry. "This new niche of smaller downloadable games was a godsend to many smaller developers a few years ago, when, at the time, there was no real way to sign a game under five to 10 million dollars."

"One flop and you're basically out at that price... And spending three-plus years on the same game was definitely killing a lot of the creativity in the business."

The executive continues: "So, for us, XBLA, PSN, and VC is a fantastic way to continue to do what we love most: develop small, tight, well polished gems for the masses."

Concerning the download platform as a viable alternative, Tozai's Sheila Boughten says, "If a title like R-Type Dimensions came out at retail, it would probably at the lowest be $19.99 or $24.99 out of pocket for the consumer."

She concludes that "there would just be no way to get it out at retail without taking a loss", showing the power of downloadable games to shift business models in today's game industry.

The full Gamasutra feature on the subject also talks to Street Fighter HD Remix creator Backbone Entertainment and Bionic Commando Re-Armed makers GRIN about the circumstances behind the rise of the downloadable classic game remake.
 
   
 
Comments

Anatoly Ropotov
profile image
It's a godsend if you sit in Seattle and Microsoft gives greenlights your projects.

Alan Rimkeit
profile image
@Anatoly Ropotov - Is it really that hard to get the green light from Microsoft to publish games on XBL? What about Sony for the PSN? I would imagine that they would want more content on their networks to attract more users. I had hoped either network would be a good place to publish games for future Indie developers.

Anatoly Ropotov
profile image
There are far less publicized stories about "my game wasn't approved on XBLA" than "my iPhone app was rejected without a reason!". Actually I think there were more VC rejection stories as a lot more people were excited about WiiWare than about development of games for a "traditional platform". To get a feeling of how it works, try to submit your concept through "official means" and tell us about your experience. Or should I say "google xbla submission"?

Looking at the other side of the coin: even if you get greenlighted, get SDK and spend next 12 months developing and few more months finalizing your product for the release... LOOK BACK. 18 months have passed since you've started and you've just released... a $10 arcade game. WOW! It only took you 18 months to finish it, while ngmoco rolled out many games by that time with little hassle.

And then compare to that random XBCG success that actually brought $50k back in shorter time frame with smaller products.

Again, it's your decision whether to stay with 1y+ dev cycles or choose freedom.

Alan Rimkeit
profile image
"Again, it's your decision whether to stay with 1y+ dev cycles or choose freedom. '

What exactly did you mean by this?

From what you say it seems that the open PC Indie market is still a better place to get started making games even with the threat of the rampant piracy. Once an Indie developer is successful there they can then move over to XBL and the PSN. I would suppose.

Anatoly Ropotov
profile image
Hmm, is there an open place to distribute their products as Indies?

http://forums.indiegamer.com/showthread.php?t=17071

And the answer is no.

Either you make a great game and it gets picked up everywhere or you are stuck with your $20 indie product that nobody wants to take for distribution and it barely sells. Don't believe the whole concept "well, just make more games and a lot of crap will start cross-promoting each other". Have ambitions, aim for controversial settings, great visuals OR stylized visuals (e.g. cellshading physics game) - don't try to make "just another FPS but it will be cooler than CoD4!!!11"

You could be more lucky with casual games if you manage to rip-off some top10 game in 4 months, but you really have to study that industry for a while, it's going in weird directions with their price drop schemes...

Alan Rimkeit
profile image
Anatoly Ropotov - Good advice, thank you very much. I will ruminate on it.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.